The Shattering has destroyed Azeroth and Deathwing has returned to rain havoc. Our World of Warcraft Cataclysm Primer gets you started on the changes to class trees, new races, and updated dungeons.

The Shattering has destroyed Azeroth and Deathwing has returned to rain havoc. Our World of Warcraft Cataclysm Primer gets you started on the changes to class trees, new races, and updated dungeons.

Classes and Attributes: Find out how Attributes control the abilities of the 10 classes and changes to skill trees.

New Races: Starting info on the Goblin and Worgen races

Updated Dungeons: Discover what's new in class dungeons

Attributes

Stats on equipment and how they affect the different classes has been altered by the Shattering. Basic stats such as Attack Power and Spell Power have been completely removed from gear. Now, only Paladins, Warriors, Bear Druids, and Death Knights can gain Attack power from Strength; Rogues, Hunters and Shaman gain Attack Power from Agility. Spell Power is completely controlled by a character's Intellect.

Mana Per 5 Seconds has been removed and now all Mana recovery is directly controlled by Spirit. Various builds of Shaman and Druids will also gain Hit Rating from increased Spirit. Haste will now affect the regain rates of Rage, Focus, Runes and Energy.

Armor Penetration is no longer a stat featured on weapons or other gear, but may be acquired with certain talents or training. Defense has been reworked, including the removal of Defense Rating and Defense Skills. Further, Block has been redone to provide a base 30% damage reduction. Each class will already start with their weapon skills learned and will not need to train them later on.

A New Mastery Rating is for higher end character, around 70 and above. This will grant new passives depending on a chosen specialization. All of the Talent Trees have undergone heavy changes, including removal of various Talents and re-arranging where they appear and in which tree. Some abilities that were previously learned much earlier or not even on the trees, have been readjusted to have more core focus at lower levels.

Starting at level 10, characters will gain points to spend in their talent tree and additional points every two levels after. You must spend at least 31 points in a tree before unlocking a new one, meaning characters will now be locked into a role until level 70. However, a secondary tree can be trained at level 30 for 10 Gold, allowing each character to act under two different roles at lower levels. The following pages will go over the newly changed Talent Trees and how the 10 classes work being specialized.

Warrior

New Race/Class Combos: Worgen, Blood Elf, Goblin

Level 1 Bonus Attributes:

3 STR

2 STA

Arms

Talent

Requirements

Effect

Mortal Strike

None

A vicious strike that deals weapon damage and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.

Whenever you are struck by a Stun or Immobilize effect you will generate rage and a percentage of your total health over 10 sec.

Deep Wounds

5 Arms

Your critical strikes cause the opponent to bleed, dealing a percentage of your melee weapon's average damage over 6 sec.

Drums of War

5 Arms

Reduces the rage cost of your Shield Bash, Pummel, and any shouts which cost rage.

Taste of Blood

10 Arms

Increase your Overpower critical strike chance. In addition, whenever your Rend ability causes damage, you have a chance of allowing the use of Overpower for 9 sec. This effect will not occur more than once every 6 sec.

After dealing a Mortal Strike, your next Execute, Overpower or Mortal Strike will cause more damage.

Juggernaut

20 Arms

Your Charge ability is now usable while in combat, but the cooldown on charge is increased by 5 sec. Following a Charge, your next Slam or Mortal Strike ability has an additional 25% chance to critically hit if used within 10 sec.

Sudden Death

20 Arms

Your melee hits have a chance of resetting the cooldown on your Colossus Smash, and you keep 10 rage after using Execute.

You become a whirling storm of destructive force, instantly striking all nearby targets with your weapon and continuing to perform a whirlwind attack every 1 sec for 6 sec. While under the effects of Bladestorm, you do not feel pity or remorse or fear and you cannot be stopped unless killed or disarmed, but you cannot perform any other abilities.

Fury

Talent

Requirements

Effect

Bloodthrist

None

Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power.

Dual Wield Specialization

None

Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%.

Precision

None

Increases your chance to hit with your attacks by 3%.

Blood Craze

None

After taking any damage, you have a 10% chance to regenerate your health over 5 sec.

Battle Trance

None

Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage.

When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec.

Enrage

10 Fury

Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec.

Die By the Sword

15 Fury

Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min.

Raging Blow

15 Fury, Death Wish

A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged.

Rampage

15 Fury, Raging Blow

Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%.

Heroic Fury

15 Fury

Removes any Immobilization effects and refreshes the cooldown of your Intercept ability.

Furious Attacks

20 Fury

Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec.

Meat Cleaver

20 Fury

Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times.

Intensify Rage

20 Fury

Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities.

Bloodsurge

25 Fury, Raging Blows

Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec.

Skirmisher

25 Fury

Reduces the cooldown of your Intercept and your Heroic Leap.

Titan's Grip

30 Fury

Allows you to equip two-handed axes, maces and swords in one hand.

Sing-Minded Fury

30 Fury

When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons.

Protection

Talent

Requirements

Effect

Shield Slam

None

Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat.

Sentinel

None

Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you.

Vengeance

None

Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.

Incite

None

Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect.

Toughness

None

Increases your armor value from items.

Blood and Thunder

None

When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend.

Shield Specialization

5 Protection

You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack.

Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw.

Last Stand

10 Protection

Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.

Concussion Blow

10 Protection

Stuns the opponent for 5 sec and deals damage (based on attack power).

Bastion of Defense

10 Protection

Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec.

Warbringer

10 Protection

Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects.

Improved Revenge

15 Protection

Increases the damage of your Revenge ability and causes Revenge to strike an additional target.

Devastate

15 Protection

Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times.

Impending Victory

15 Protection, Devastate

Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health.

Thunderstruck

20 Protection

Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times.

Vigilance

20 Protection, Concussion Blow

Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time.

Reduces damage taken by the target of your Intervene ability for 6 sec.

Sword and Board

25 Protection, Devastate

Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec.

Shockwave

30 Protection

Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.

Paladin

New Race/Class Combos: Tauren

Level 1 Bonus Attributes:

2 STR

2 STA

1 SPI

Holy

Talent

Requirements

Effect

Holy Shock

None

Blasts the target with Holy energy, causing Holy damage to an enemy, or healing to an ally, and grants a charge of Holy Power.

Walk in the Light

None

Increases the effectiveness of your healing spells by 15%.

Meditation

None

Allows 50% of your mana regeneration from Spirit to continue while in combat.

Your Flash of Light, Holy Light and Divine Light have a chance to make your next Holy Shock not trigger a cooldown if used within 12 sec.

Enlightened Judgments

15 Holy

Grants hit rating equal to Spirit gained from items or effects, and increases the range of your Judgment. In addition, your Judgment instantly heals you

Beacon of Light

15 Holy

The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 5 min.

Your Cleanse spell has a chance to increase the target's resistance to Disease, Magic and Poison by 30% by 10 sec.

Conviction

20 Holy

Gives you a bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.

Aura Mastery

20 Holy

Grants anyone affected by Concentration Aura immunity from Interrupt and Silence, and increases the effectiveness of all other auras by 100%.

Paragon of Virtue

20 Holy

Reduces the cooldown of Divine Protection, Hand of Sacrifice and Avenging Wrath.

Tower of Radiance

25 Holy, Beacon of Light

Healing the target of your Beacon of Light with Flash of Light, Holy Light or Divine Light has a chance to generate a charge of Holy Power.

Blessed Life

25 Holy

You have a chance to gain a charge of Holy Power whenever you take direct damage. This effect cannot occur more than once every 8 seconds.

Light of Dawn

30 Holy

Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone of Holy Power.

Protection

Talent

Requirements

Effect

Avenger's Shield

None

Hurls a holy shield at the enemy, dealing 95 to 115 Holy damage, silencing and interrupting spellcasting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets.

Vengeance

None

Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.

Touched by the Light

None

Increases your total Stamina by 15%, increases your spell hit by 8%, and increases your spell power by an amount equal to 60% of your Strength.

Judgments of the Wise

None

Your Judgment grants you 30% of your base mana over 10 sec.

Divinity

None

Increases all healing done by you and all healing effects on you by 2%.

Eternal Glory

None

Your Word of Glory has a 15% chance not to consume Holy Power.

Seals of the Pure

None

Increases the damage done by your Seal of Righteousness, Seal of Truth, and Seal of Justice by 6%.

Improved Hammer of Justice

5 Protection

Decreases the cooldown of your Hammer of Justice spell by 10 sec.

Judgments of the Just

5 Protection

Your Judgment reduces the melee and ranged attack speed of the target by 10% for 20 sec. In addition, increases the duration of your Seal of Justice effect by 0.5 sec.

Toughness

5 Protection

Increases your armor value from items by 3%.

Hallowed Ground

10 Protection

Increases the damage of your Consecration by 20% and decreases its mana cost by 40%.

Hammer of the Righteous

10 Protection

Hammer the current target for 30% weapon damage, causing a wave of light that hits all targets within 8 yards for 583 to 873 Holy damage. Grants a charge of Holy Power.

Sanctuary

10 Protection

Reduces the chance you'll be critically hit by melee attacks by 2% and reduces all damage taken by 3%. In addition when you block or dodge a melee attack you gain 1% of maximum mana.

Wrath of the Lightbringer

10 Protection

Increases the damage by 50% of your Crusader Strike and Judgment and increases the critical strike chance by 15% of your Holy Wrath and Hammer of Wrath.

Grand Crusader

15 Protection, Hammer of the Righteous

When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a 10% chance of refreshing the cooldown on your next Avenger's Shield.

Reckoning

15 Protection

You have a 10% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack.

Shield of the Righteous

15 Protection, Sanctuary

Slam the target with your shield, causing Holy damage. Consumes all charges of Holy Power to determine damage dealt.

Divine Guardian

20 Protection

All party or raid members, excluding the Paladin, take 20% reduced damage for 6 sec.

Guarded by the Light

20 Protection

Increases your Word of Glory by 5% when used to heal yourself, and allows your Word of Glory to grant Holy Shield.

Holy Shield

20 Protection, Shield of the Righteous

Using Shield of the Righteous or Inquisition increases the amount your shield blocks by an additional 10% for 20 sec.

Vindication

20 Protection

Your Crusader Strike and Hammer of the Righteous reduce physical damage done by their primary targets by 10% for 30 sec. In addition, your Hammer of Justice will interrupt creatures that are immune to stuns.

Sacred Duty

25 Protection, Holy Shield

Your Judgments have a 25% chance of making your next Shield of the Righteous a critical strike. Lasts 15 sec.

Reduce damage taken by 20% for 10 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead cause you to be healed for 15% of your maximum health.

Retribution

Talent

Requirements

Effect

Templar's Verdict

None

An instant weapon attack that causes a percentage of weapon damage. Consumes all charges of Holy Power to increase damage dealt.

Sheath of Light

None

Increases your spell power by an amount equal to 30% of your attack power and increases your chance to hit with spells by 8%.

Two-Handed Weapon Specialization

None

Increases the damage you deal with two-handed melee weapons by 20%.

Judgments of the Bold

None

Your Judgment grants you 25% of your base mana over 10 sec.

Eye for an Eye

None

All magic attacks against you have a 20% chance to cause 30% of the damage taken back to the attacker as well.

Crusade

None

Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 10%, and the damage and healing of your Holy Shock by 10%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 100%.

Improved Judgment

None

Increases the range of your Judgment by 10 yards.

Guardian's Favor

5 Retribution

Reduces the cooldown of your Hand of Protection by 60 sec and increases the duration of your Hand of Freedom by 2 sec.

Pursuit of Justice

5 Retribution

You have a 50% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 8%. This effect does not stack with other movement speed increasing effects.

Rule of Law

5 Retribution

Increases the critical effect chance of your Crusader Strike, Hammer of the Righteous and Word of Glory by 5%.

Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage caused will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.

Selfless Healer

20 Retribution

When you heal others with your Word of Glory, it increases the effectiveness of the heal by 25% and increases your damage done by 2% per charge of Holy Power for 10 sec.

Acts of Sacrifice

25 Retribution

Reduces the cooldown by 10% and mana cost by 10% of your Hand of Freedom, Hand of Salvation and Hand of Sacrifice. In addition, your Cleanse will remove one movement impairing effect if cast on yourself.

Inquiry of Faith

25 Retribution

Increases the periodic damage done by your Seal of Truth by 10%, and the duration of your Inquisition by 50%.

Zealotry

30 Retribution

Your Crusader Strike generates 3 charges of Holy Power per strike for the next 20 sec. Requires 3 Holy Power to use, but does not consume Holy Power.

Hunter

New Race/Class Combos: Human, Worgen, Undead, Goblin

Level 1 Bonus Attributes:

3 AGI

1 STA

1 SPI

Beast Mastery

Talent

Requirements

Effect

Intimidation

None

Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec.

Animal Handler

None

Attack Power increased by 15%.

Bestial Discipline

None

Increases the Focus regeneration of your pets by 10%.

Improved Kill Command

None

Increases the critical strike chance of your Kill Command by 5%.

One with Nature

None

Increases the attack power bonus of your Aspect of the Hawk by 10%, and increases the amount of focus restored by your Aspect of the Fox by 1.

Frenzy

5 Beast Mastery

Your pet gains 2% attack speed after attacking with a Basic Attack, lasting for 10 sec and stacking up to 5 times.

Improved Mend Pet

5 Beast Mastery

Gives the Mend Pet ability a 25% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the pet each tick.

Pathfinding

5 Beast Mastery

Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 4%, and increases your speed while mounted by 5%. The mounted movement speed increase does not stack with other effects.

Spirit Bond

5 Beast Mastery

While your pet is active, you and your pet will regenerate 1% of total health every 10 sec., and increases healing done to you and your pet by 5%.

Cobra Strikes

10 Beast Mastery

You have a 5% chance when you hit with Arcane Shot to cause your pet's next 2 Basic Attacks to critically hit.

A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 2736 Nature damage over 6 sec. Only one Sting per Hunter can be active on the target at a time.

Serpent Spread

25 Survival

Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6 sec of its total duration.

Rogue

Assassination

Instantly attacks with both weapons for 150% weapon damage plus an additional 201 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points.

Improved Poisons

None

Increases the chance to apply Deadly Poison to your target by 20% and the frequency of applying Instant Poison to your target by 50%.

Assassin's Resolve

None

While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 15%.

Coup de Grace

None

Increases the damage done by your Eviscerate and Envenom abilities by 7%.

Deadly Momentum

None

After killing an opponent that yields experience or honor, you have a 50% chance to increase the critical strike chance of your next attack within 10 sec by 40%, and to refresh your Slice and Dice and Recuperate abilities to their original duration.

Even after your Sap wears off, its effects linger on enemies, reducing their damage done by 35% for 8 sec.

Puncturing Wounds

5 Assassination

Increases the critical strike chance of your Backstab ability by 10%, and the critical strike chance of your Mutilate ability by 5%.

Quickening

5 Assassination

All healing effects on you are increased by 10% and your movement speed is increased by 8%. This does not stack with other movement speed increasing effects.

Ruthlessness

5 Assassination

Gives your melee finishing moves a 20% chance to add a combo point to your target.

Cold Blood

10 Assassination

When activated, generates 25 Energy and increases the critical strike chance of your next non-periodic offensive ability by 100%.

Deadly Brew

10 Assassination

When you apply Instant, Wound or Mind-Numbing Poison to a target, you have a 50% chance to apply Crippling Poison.

Vile Poisons

10 Assassination

Increases the damage dealt by your poisons by 7% and gives you 33% of the normal chance of applying poisons from your equipped melee weapons when you use the Fan of Knives ability.

Deadened Nerves

15 Assassination

Reduces all damage taken by 3%.

Seal Fate

15 Assassination, Cold Blood

Your critical strikes from abilities that add combo points have a 50% chance to add an additional combo point.

Improved Expose Armor

20 Assassination

Gives a 50% chance to refund all combo points used when performing your Expose Armor ability.

Master Poisoner

20 Assassination, Vile Poisons

Increases the spell damage taken by any target you have poisoned by 8%, causes your Envenom ability to no longer consume Deadly Poison, and reduces the duration of all Poison effects applied to you by 50%.

Murderous Intent

20 Assassination

When you Backstab an enemy that is below 35% health, you instantly recover 15 Energy.

Overkill

20 Assassination

While stealthed, and for 20 seconds after breaking stealth, you regenerate 30% additional energy.

Cut to the Chase

25 Assassination

Your Eviscerate and Envenom abilities have a 33% chance to refresh your Slice and Dice duration to its 5 combo point maximum.

Venomous Wounds

25 Assassination

Each time your Rupture or Garrote deals damage to an enemy that you have poisoned, you have a 30% chance to deal additional Nature damage and to regain 10 Energy. If an enemy dies while afflicted by your Rupture, you regain energy proportional to the remaining Rupture duration.

Vendetta

30 Assassination

Marks an enemy for death, increasing all damage you deal to the target by 20% and granting you unerring vision of your target, regardless of concealments such as stealth and invisibility. Lasts 30 sec.

Combat

Talent

Requirements

Effect

Blade Flurry

None

While active, the rogue's attacks strike an additional nearby opponent, but energy regeneration is reduced by 20%. Lasts 15 sec.

Vitality

None

Increases your Energy regeneration rate by 25% and your Attack Power by 20%.

Ambidexterity

None

Increases the damage done by your off hand and thrown weapons by 75%.

Improved Recuperate

None

Causes your Recuperate ability to restore an additional 1% of your maximum health and reduces all damage taken by 3% while your Recuperate ability is active.

Improved Sinister Strike

None

Increases the damage dealt by your Sinister Strike ability by 10% and reduces its Energy cost by 2.

Precision

None

Increases your chance to hit with weapon and poison attacks by 2%.

Aggression

5 Combat

Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 7%.

Improved Kick

5 Combat

Causes your Kick ability to also silence the target for 1 sec.

Improved Slice and Dice

5 Combat

Increases the duration of your Slice and Dice ability by 25%.

Improved Sprint

5 Combat

Gives a 50% chance to remove all movement-impairing effects when you activate your Sprint ability.

Improved Gouge

10 Combat

Increases the effect duration of your Gouge ability by 1 sec and reduces its energy cost by 15.

Increases your total attack power by 2% and all physical damage caused to enemies you have poisoned is increased by 2%.

Throwing Specialization

20 Combat

Increases the range of Throw and Deadly Throw by 5 yards and gives your Deadly Throw a 50% chance to interrupt the target for 3 sec

Bandit's Guile

25 Combat

Your Sinister Strike and Revealing Strike abilities have a 33% chance to grant you an evolving insight into an opponent's defenses, increasing damage to that target by up to 30%. Opponents can adapt over time, negating this benefit, and Striking a different opponent will begin the cycle anew.

Step through the shadows from enemy to enemy within 10 yards, attacking an enemy every .5 secs with both weapons until 5 assaults are made, and increasing all damage done by 20% for the duration. Can hit the same target multiple times. Cannot hit invisible or stealthed targets.

Subtlety

Talent

Requirements

Effect

Shadowstep

None

Causes you to step through the shadows and appear behind an enemy target. Your next Ambush or Garrote delivered within 10 sec will deal 30% additional damage, and your movement speed is increased by 70% for 3 sec.

Master of Subtlety

None

Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.

Sinister Calling

None

Increases your total Agility by 25% and increases the percentage damage bonus of Backstab and Hemorrhage by an additional 25%.

Improved Ambush

None

Increases the critical strike chance of your Ambush ability by 20% and its damage by 5%.

Nightstalker

None

Increases your speed while stealthed by 7% and reduces the cooldown of your Stealth ability by 3 sec.

Relentless Strikes

None

Your finishing moves have a 7% chance per combo point to restore 25 energy.

Elusiveness

5 Subtlety

Reduces the cooldown of your Vanish and Blind abilities by 30 sec and your Cloak of Shadows ability by 15 sec.

Initiative

5 Subtlety

Gives you a 50% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.

An instant strike that deals 110% weapon damage (159.5% if a dagger is equipped) and causes the target to take 30% additional damage from bleed effects for 1 min. Awards 1 combo point.

Enveloping Shadows

15 Subtlety

Reduces the damage taken by area of effect attacks by 10% and increases the duration of your Feint ability by 1 sec.

Honor Among Thieves

15 Subtlety

Increases the critical strike chance of all party and raid members by 5%. When any player in your party or raid critically hits with a spell or ability, you have a 33% chance to gain a combo point on your current target. This effect cannot occur more than once every 4 seconds.

Premeditation

15 Subtlety

When used, adds 2 combo points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.

Preparation

20 Subtlety

When activated, this ability immediately finishes the cooldown on your Evasion, Sprint, Vanish, and Shadowstep abilities.

Sanguinary Vein

20 Subtlety, Hemorrhage

Increases your damage dealt to targets with a Bleed effect on them by 5%.

Cheat Death

20 Subtlety

You have a 33% chance that an attack which would otherwise kill you will instead reduce you to 10% of your maximum health. In addition, all damage taken will be reduced by 90% for 3 sec. This effect cannot occur more than once per minute.

Serrated Blades

25 Subtlety

Your Eviscerate has a 10% chance per combo point to refresh your Rupture on the target to its original duration.

Slaughter from the Shadows

25 Subtlety

Reduces the energy cost of your Backstab and Ambush abilities by 7, and the energy cost of your Hemorrhage and Fan of Knives abilities by 2.

Shadow Dance

30 Subtlety

Enter the Shadow Dance for 6 sec, allowing the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed.

Priest

New Race/Class Combos: Gnome, Worgen, Tauren, Goblin

Level 1 Bonus Attributes:

2 INT

3 SPI

Discipline

Talent

Requirements

Effect

Penance

None

Launches a volley of holy light at the target, causing Holy damage to an enemy, or healing to an ally instantly and every 1 sec for 2 sec.

Enlightenment

None

Intellect increased by 15%.

Meditation

None

Allows 50% of your mana regeneration from Spirit to continue while in combat.

Grants 7% spell haste for your next spell after casting Power Word: Shield.

Rapture

15 Discipline

When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 1.5% of your total mana. This effect can only occur once every 12 sec.

Reflective Shield

15 Discipline

Causes 22% of the damage you absorb with Power Word: Shield to reflect back at the attacker. This damage causes no threat.

Divine Aegis

20 Discipline

Critical heals and all heals from Prayer of Healing create a protective shield on the target, absorbing 10% of the amount healed. Lasts 12 sec.

Pain Suppression

20 Discipline

Instantly reduces a friendly target's threat by 5%, reduces all damage taken by 40% and increases resistance to Dispel mechanics by 65% for 8 sec.

Strength of Soul

20 Discipline

When you heal a target with your Heal spell, the duration of the weakened soul debuff on the target is reduced by 2 sec.

Train of Thought

20 Discipline

You have a 50% chance when you heal with Greater Heal to reduce the cooldown of your Inner Focus by 5 sec.

Focused Will

25 Discipline

Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Focused Will reducing all damage taken by 4% lasting for 8 sec. Stacks up to 2 times.

Grace

25 Discipline

Your Flash Heal, Greater Heal, Heal and Penance spells bless the target with Grace, increasing all healing received from the Priest by 4%. This effect will stack up to 3 times. Effect lasts 15 sec. Grace can only be active on one target at a time.

Power Word: Barrier

30 Discipline

Summons a holy barrier on the target location that reduces all damage done to friendly targets by 30%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec.

Holy

Talent

Requirements

Effect

Holy Word: Chastise

None

Chastise the target for 14 Holy damage, and disorients them for 3 sec.

Spiritual Healing

None

Healing increased by 15%.

Meditation

None

Allows 50% of your mana regeneration from Spirit to continue while in combat.

You have a 3% chance when you Smite or Heal to cause your next Flash Heal to be instant cast and cost no mana but incapable of a critical hit.

Divine Touch

10 Holy, Improved Renew

Your Renew will instantly heal the target for 5% of the total periodic effect.

Holy Concentration

10 Holy

Increases the amount of mana regeneration from Spirit while in combat by an additional 10%.

Lightwell

10 Holy

Creates a Holy Lightwell. Friendly players can click the Lightwell to restore health over 6 sec. Attacks done to you equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 min or 10 charges.

Tome of Light

15 Holy

Reduces the cooldown of your Holy Word spells by 15%.

Rapid Renewal

15 Holy, Divine Touch

Reduces the global cooldown of your Renew by 0.5 sec.

Serendipity

15 Holy

When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 10% and mana cost reduced by 5%. Stacks up to 2 times. Lasts 20 sec.

Spirit of Redemption

15 Holy

Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.

Blessed Resilience

20 Holy

Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Blessed Resilience increasing all healing received by 5% lasting for 10 sec.

Body and Soul

20 Holy

When you cast Power Word: Shield or Leap of Faith, you increase the target's movement speed by 30% for 4 sec, and you have a 50% chance when you cast Cure Disease on yourself to also cleanse 1 poison effect in addition to diseases.

Chakra

20 Holy, Holy Concentration

When activated, your next Heal, Prayer of Healing, Prayer of Mending, or Smite will put you into a Chakra state for 30 sec.

Revelations

20 Holy, Chakra

While within Chakra: Serenity or Chakra: Sanctuary, your Holy Word: Chastise ability will transform into a different ability depending on which state you are in.

Circle of Healing

25 Holy

Heals up to 5 friendly party or raid members within 15 yards of the target for 121 to 133. Prioritizes healing most injured party members.

Calls upon a guardian spirit to watch over the friendly target. The spirit increases the healing received by the target by 40%, and also prevents the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 sec.

You have a 10% chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. Casting your Mind Blast or Mind Spike spell consumes all Shadow Orbs, increasing damage of that spell by 0% per Shadow Orb, and granting 0% increased damage on your periodic Shadow spells for 15 sec. You can have up to a maximum of 3 orbs.

Improved Shadow Word: Pain

None

Increases the damage of your Shadow Word: Pain spell by 3%.

Darkness

None

Spell haste increased by 1%.

Veiled Shadows

None

Decreases the cooldown of your Fade ability by 3 sec, and reduces the cooldown of your Shadowfiend ability by 30 sec.

Reduces the cooldown of your Mind Blast spell by 0.5 sec., and while in Shadowform your Mind Blast also has a 33% chance to reduce all healing done to the target by 10% for 10 sec.

Improved Psychic Scream

5 Shadow

Reduces the cooldown of your Psychic Scream spell by 2 sec.

Twisted Faith

5 Shadow

Increases your shadow spell damage by 1%, and grants you spell hit rating equal to 50% of any Spirit gained from items or effects.

Harnessed Shadows

10 Shadow

Increases the chance for you to gain a Shadow Orb when dealing damage with your Mind Flay and Shadow Word: Pain by 4%, and you have a 50% chance to gain a Shadow Orb when critically hit by any attack.

Phantasm

10Shadow

Your Fade ability now has a 50% chance to remove all movement impairing effects.

Shadowform

10 Shadow

Assume a Shadowform, increasing your Shadow damage by 15%, reducing all damage done to you by 15%, and increasing all party and raid members spell haste by 5%. However, you may not cast Holy spells while in this form.

Masochism

15 Shadow, Vampiric Embrace

When you take a damaging attack equal to or greater than 10% of your total health or damage yourself with your Shadow Word: Death, you instantly gain 5% of your total mana.

Mind Melt

15Shadow

Increases the damage done with your Shadow Word: Death by 15% on targets at or below 25% health, and when you deal damage with Mind Spike, the cast time of your next Mind Blast is reduced by 25% lasting 6 sec. Mind Melt can stack up to 2 times.

Silence

15Shadow,Improved Psychic Scream

Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.

Vampiric Embrace

15Shadow

Fills you with the embrace of Shadow energy, causing you to be healed for 6% and other party members to be healed for 3% of any single-target Shadow spell damage you deal for 30 min.

Pain and Suffering

20 Shadow

Your Mind Flay has a 30% chance to refresh the duration of your Shadow Word: Pain on the target, and reduces the damage you take from your own Shadow Word: Death by 20%.

Paralysis

20Shadow

When you critically hit with your Mind Blast, you cause the target to be unable to move for 2 sec.

Vampiric Touch

20Shadow,Vampiric Embrace

Causes 540 Shadow damage over 15 sec to your target and causes up to 10 party or raid members to gain 1% of their maximum mana per 10 sec when you deal damage from Mind Blast.

Psychic Horror

25Shadow

You terrify the target, causing them to tremble in horror for 3 sec and drop their main hand and ranged weapons for 10 sec.

Shadowy Apparition

25Shadow

When you deal periodic damage with your Shadow Word: Pain, you have a 4% chance to summon a shadow version of yourself which will slowly move towards a target which is afflicted by your Shadow Word: Pain. Once reaching the target, it will instantly deal 485 shadow damage.

Sin and Punishment

25Shadow,Vampiric Touch

When your Vampiric Touch is dispelled, the dispeller and all nearby enemy targets within 10 yards have a 50% chance to be instantly feared in horror for 3 sec.

Dispersion

30Shadow

You disperse into pure Shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 6% mana every 1 sec for 6 sec.

Death Knight

New Race/Class Combos: Worgen, Goblin

Level 55 Bonus Attributes:

88 STR

53 AGI

79 STA

9 INT

22 SPI

Blood

Talent

Requirements

Effect

Heart Strike

None

Instantly strike the target and up to two additional nearby enemies, causing 100% weapon damage plus 247 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 10% for each of your diseases present.

Veteran of the Third War

None

Increases your total Stamina by 9% and your expertise by 6.

Blood Rites

None

Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

Vengeance

None

Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.

Blade Barrier

None

Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by 2% for the next 10 sec.

Bladed Armor

None

Increases your attack power by 2 for every 180 armor value you have.

Butchery

None

Whenever you kill an enemy that grants experience or honor, you generate up to 10 runic power. In addition, you generate 1 runic power per 5 sec while in combat.

You have a 15% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next melee hit to generate 10 runic power.

Abomination's Might

10 Blood

Increases the attack power by 5% of party and raid members within 100 yards. Also increases your total Strength by 1%.

Blood-Caked Blade

10 Blood

Your auto attacks have a 10% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.

Bone Shield

10 Blood

Surrounds you with a barrier of whirling bones. The shield begins with 3 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.

Toughness

10 Blood

Increases your armor value from items by 3%.

Blood Parasite

15 Blood

Your melee attacks have a 5% chance to spawn a Bloodworm. The Bloodworm attacks your enemies, gorging itself with blood until it bursts to heal nearby allies. Lasts up to 20 sec.

Improved Blood Presence

15 Blood

Increases your rune regeneration by 10% and reduces the chance that you will be critically hit by melee attacks while in Blood Presence by 3%. In addition, while in Frost Presence or Unholy Presence, you retain 2% damage reduction from Blood Presence.

Sanguine Fortitude

15 Blood

While active, your Icebound Fortitude reduces damage taken by an additional 15% and costs 50% less runic power to activate.

Rune Tap

20 Blood

Converts 1 Blood Rune into 10% of your maximum health.

Vampiric Blood

20 Blood

Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost.

Will of the Necropolis

20 Blood, Rune Tap

When a damaging attack brings you below 30% of your maximum health, you generate a Blood Rune and the cooldown on your Rune Tap ability is refreshed, and all damage taken is reduced by 8% for 8 sec. This effect cannot occur more than once every 45 seconds.

Crimson Scourge

25 Blood

Increases the damage dealt by your Blood Boil by 20%, and when you Plague Strike a target that is already infected with your Blood Plague, there is a 50% chance that your next Blood Boil will consume no runes.

Improved Death Strike

25 Blood

Increases the damage and healing done by your Death Strike by 15%, increases its critical strike chance by 3%.

Dancing Rune Weapon

30 Blood

Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.

Frost

Whenever you hit with Blood Strike or Pestilence, the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.

Icy Reach

None

Increases the range of your Icy Touch, Chains of Ice and Howling Blast by 5 yards

Nerves of Cold Steel

None

Increases your chance to hit with one-handed melee weapons by 1% and increases the damage done by your off-hand weapon by 8%.

Runic Power Mastery

None

Increases your maximum Runic Power by 10.

Annihilation

5 Frost

Increases the damage dealt by your Obliterate ability by 15%.

Endless Winter

5 Frost

The cost of your Mind Freeze is reduced to 10 runic power.

Lichborne

5 Frost

Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects.

On a Pale Horse

5 Frost

You become as hard to stop as death itself. The duration of movement-slowing effects used against you is reduced by 15%, and your mounted speed is increased by 10%. This does not stack with other movement speed increasing effects.

Your melee attacks have a chance to make your next Icy Touch, Obliterate, or Frost Strike a guaranteed critical strike.

Merciless Combat

10 Frost

Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional 6% damage when striking targets with less than 35% health.

Brittle Bones

15 Frost

Your Strength is increased by 2% and your Frost Fever chills the bones of its victims, increasing their physical damage taken by 2%.

Improved Icy Talons

15 Frost

Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%, and your own attack speed by an additional 5%.

Pillar of Frost

15 Frost

Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.

Rime

15 Frost

Your Obliterate has a 15% chance to cause your next Howling Blast or Icy Touch to consume no runes.

Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice

Improved Frost Presence

20 Frost

Increases your bonus damage while in Frost Presence by an additional 2%. In addition, while in Blood Presence or Unholy Presence, you retain 2% increased runic power generation from Frost Presence.

Might of the Frozen Wastes

25 Frost

When wielding a two-handed weapon, your autoattacks have a 15% chance to generate 10 Runic Power.

Blast the target with a frigid wind dealing Frost damage to all enemies within 10 yards

Unholy

Talent

Requirements

Effect

Scourge Strike

None

An unholy strike that deals 100% of weapon damage as Physical damage plus 1880. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.

Master of Ghouls

None

Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration.

Reaping

None

Whenever you hit with Blood Strike, Pestilence, or Festering Strike, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

Reduces the cooldown of your Death Grip ability by 5 sec, and gives you a 50% chance to refresh its cooldown when dealing a killing blow to a target that grants experience or honor.

Virulence

None

Increases your chance to hit with your spells by 3%. Spells are all Death Knight abilities that are not direct weapon strikes.

Desecration

5 Unholy

Your Plague Strikes and Scourge Strikes defile the ground within 7 yards of your target. Enemies in the area are slowed by 25% while standing on the unholy ground. Lasts 20 sec.

Morbidity

5 Unholy

Increases the damage and healing of Death Coil by 5% and Death and Decay by 10%.

Resilient Infection

5Unholy

When your diseases are dispelled by an enemy, you have a 50% chance to activate a Frost rune if Frost Fever was removed, or an Unholy rune if Blood Plague was removed.

Contagion

10 Unholy, Epidemic

Increases the damage of your diseases spread via Pestilence by 50%.

Runic Corruption

10 Unholy

Reduces the cost of your Death Coil by 3, and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by 50% for 3 sec.

Shadow Infusion

10 Unholy

When you cast Death Coil, you have a 33% chance to empower your active Ghoul, increasing its damage dealt by 10% for 30 sec. Stacks up to 5 times.

Unholy Frenzy

10 Unholy

Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec.

Magic Suppression

15 Unholy

Increases the spell damage absorption of your Anti-Magic Shell by an additional 8%, and causes damage absorbed by Anti-Magic Shell to energize the Death Knight with runic power.

Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs spell damage.

Dark Transformation

20 Unholy, Shadow Infusion

Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.

Improved Unholy Presence

20 Unholy

Grants you an additional 2% haste while in Unholy Presence. In addition, while in Blood Presence or Frost Presence, you retain 8% increased movement speed from Unholy Presence.

Unholy Blight

20 Unholy

Causes the victims of your Death Coil to be surrounded by a vile swarm of unholy insects, taking 10% of the damage done by the Death Coil over 10 sec, and preventing any diseases on the victim from being dispelled.

Ebon Plaguebringer

25 Unholy

Your Plague Strike, Icy Touch, Chains of Ice, and Outbreak abilities also infect their target with Ebon Plague, which increases damage taken from your diseases by 15% and all magic damage taken by an additional 8%.

Sudden Doom

25 Unholy

Your auto attacks have a 5% chance to make your next Death Coil cost no runic power.

Summon Gargoyle

30 Unholy

A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec.

Shaman

New Race/Class Combos: Dwarf, Goblin

Level 1 Bonus Attributes:

1 STR

1 STA

1 INT

2 SPI

Elemental

Talent

Requirements

Effect

Thunderstorm

None

You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 46 to 52 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.

Increases the damage done by your Fire Totems and Fire Nova by 10%, and damage done by your Lava Burst spell by 5%.

Elemental Precision

5 Elemental

Increases your Fire, Frost and Nature damage by 1% and grants you spell hit rating equal to 33% of any Spirit gained from items or effects.

Elemental Warding

5 Elemental

Reduces magical damage taken by 4%

Elemental Focus

10 Elemental

After landing a non-periodic critical strike with a Fire, Frost, or Nature damage spell, you enter a Clearcasting state. The Clearcasting state reduces the mana cost of your next 2 damage or healing spells by 40%.

When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30% chance to recover 2% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 9 charges.

Elemental Oath

15 Elemental, Elemental Focus

While Clearcasting from Elemental Focus is active, you deal 5% more spell damage. In addition, party and raid members within 100 yards receive a 3% bonus to their critical strike chance.

Lava Flows

15 Elemental

Increases the critical strike damage bonus of your Lava Burst spell by an additional 6% and the periodic damage of your Flame Shock by 20%. In addition, when your Flame Shock is dispelled you gain 10% spell haste for 6 sec.

Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 20%, the damage of your extra attacks from Windfury Weapon by 20%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 25%.

Focused Strikes

None

Increases the damage dealt by your Primal Strike and Stormstrike abilities by 15%.

Improved Shields

None

Increases the damage done by your Lightning Shield orbs by 5%, increases the amount of mana gained from your Water Shield orbs by 5%, and increases the amount of healing done by your Earth Shield orbs by 5%.

Ancestral Swiftness

5 Enhancement

Reduces the cast time of your Ghost Wolf spell by 1 sec and increases movement speed by 7%. This does not stack with other movement speed increasing effects.

Elemental Devastation

5 Enhancement

When you deal critical damage with a non-periodic spell, increases your chance to get a critical strike with melee attacks by 3% for 10 sec.

Flurry

5 Enhancement

Increases your attack speed by 10% for your next 3 swings after dealing a critical strike.

Totemic Reach

5 Enhancement

Increases the range of your totems' effects by 15%.

Static Shock

10Enhancement

When you use your Primal Strike, Stormstrike, or Lava Lash abilities while having Lightning Shield active, you have a 15% chance to deal damage equal to a Lightning Shield orb without consuming a charge.

Increases your Stamina by 3%, and reduces the duration of movement slowing effects on you by 10%.

Improved Fire Nova

15 Enhancement

Increases the damage done by your Fire Nova by 10% and reduces the cooldown by 2 sec.

Frozen Power

15 Enhancement

Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock spells by 5% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 50% chance to root the target in ice for 5 sec. when used on targets at or further than 15 yards from you.

Searing Flames

15 Enhancement

Causes the Searing Bolts from your Searing Totem to have a 33% chance to set their targets aflame, dealing damage equal to the Searing Bolt's impact damage over 15 sec. Stacks up to 5 times.

Earthen Power

20 Enhancement

Your Earthbind Totem's pulses have a 50% chance to also remove all snare effects from you and nearby friendly targets.

Shamanistic Rage

20 Enhancement

Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned.

Unleashed Rage

20 Enhancement

Increases your expertise by 4, and increases all party and raid members' attack power by 5% while within 100 yards of the Shaman.

Maelstrom Weapon

25 Enhancement

When you deal damage with a melee weapon, you have a chance to reduce the cast time and mana cost of your next Lightning Bolt, Chain Lightning, Hex, or any healing spell by 20%. Stacks up to 5 times. Lasts 30 sec.

Improved Lava Lash

25 Enhancement, Searing Flames

Increases the damage of your Lava Lash ability by 15%, and by an additional 10% for each of your applications of Searing Flames on the target, consuming those applications in the process.

Feral Spirit

30 Enhancement

Summons two Spirit Wolves under the command of the Shaman, lasting 30 sec.

Restoration

Talent

Requirements

Effect

Earth Shield

None

Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target. This effect can only occur once every few seconds. 9 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.

Purification

None

Increases the effectiveness of your healing spells by 10%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells by 0.5 sec.

Meditation

None

Allows 50% of your mana regeneration from Spirit to continue while in combat.

Ancestral Resolve

None

Reduces damage taken while casting spells by 5%.

Spark of Life

None

Increases your healing done by 2% and your healing received by 5%.

Tidal Focus

None

Reduces the mana cost of your healing spells by 2%.

Focused Insight

5 Restoration

After casting any Shock spell, your next heals mana cost is reduced by 25% of the cost of the Shock spell, and its healing effectiveness is increased by 10%.

Improved Water Shield

5 Restoration

You have a 50% chance to instantly gain mana as if you consumed a Water Shield Orb when you gain a critical effect from your Healing Wave, Greater Healing Wave, or Riptide spells, a 30% chance when you gain a critical effect from your Healing Surge spell, and a 15% chance when you gain a critical effect from your Chain Heal spell.

When you critically heal with a single-target direct heal, you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health friendly party or raid target within 40 yards for 10% of the amount healed.

Mana Tide Totem

20 Restoration

Summons a Mana Tide Totem with 10% of the caster's health at the feet of the caster for 12 sec. Party members within 40 yards of the totem have their Spirit increased by 350%.

Grants an additional 40% chance to trigger your Earthliving heal over time effect when you heal an ally who is below 35% of total health.

Tidal Waves

25 Restoration

When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your Healing Wave and Greater Healing Wave spells by 10% and increases the critical effect chance of your Healing Surge spell by 10%. 2 charges.

Riptide

30 Restoration

Heals a friendly target for 151 and another 240 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%.

Reduces the cooldown of your Presence of Mind, Arcane Power and Invisibility spells by 12% and the cooldown of your Evocation spell by 1 min.

Missile Barrage

10 Arcane, Improved Arcane Missiles

Your Arcane Missiles spell will fire its missiles every 0.6 sec.

Presence of Mind

10 Arcane

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

Prismatic Cloak

10 Arcane

Reduces all damage taken by 2% and reduces the fade time of your Invisibility spell by 1 sec.

Arcane Tactics

15 Arcane, Presence of Mind

Increases the damage of all party and raid members within 100 yards by 3%.

Improved Arcane Explosion

15 Arcane

Reduces the global cooldown of your Arcane Explosion spell by 0.25 sec and reduces the threat generated by 40%.

Improved Polymorph

15 Arcane

When a target you've polymorphed is damaged, that target is stunned for 1.5 sec. This effect cannot occur more often than once every 10 sec.

Incanter's Absorption

15 Arcane

When your Mana Shield or Mage Ward absorbs damage your spell damage is increased by 10% of the amount absorbed for 10 sec. In addition, when your Mana Shield is destroyed, all enemies within 6 yards are knocked back 12 yards.

Arcane Potency

20 Arcane

Increases the critical strike chance of your next two damaging spells by 7% after gaining Clearcasting or Presence of Mind.

Nether Vortex

20 Arcane, Slow

Gives your Arcane Blast spell a 50% chance to apply the Slow spell to any target it damages if no target is currently affected by Slow.

Slow

20 Arcane

Reduces target's movement speed by 60%, increases the time between ranged attacks by 60% and increases casting time by 30%. Lasts 15 sec. Slow can only affect one target at a time.

Focus Magic

25 Arcane

Increases the target's chance to critically hit with spells by 3% for 30 min. When the target critically hits your chance to critically hit with spells is increased by 3% for 10 sec. Cannot be cast on self. Limit 1 target.

Improved Mana Gem

25 Arcane

Mana gained from your Mana Gem also increases your spell power by 1% of your maximum mana for 10 seconds.

Arcane Power

30 Arcane, Slow

When activated, you deal 20% more spell damage but spells cost 10% more mana to cast. This effect lasts 15 sec.

Increases the critical strike chance of your Fire Blast spell by 4% and increases its range by 5 yards.

Master of Elements

None

Your spell criticals will refund 15% of their base mana cost.

Blazing Speed

5 Fire

Gives you a 5% chance when hit by a melee or ranged attack to increase your movement speed by 50% and dispel all effects that prevent movement. This effect lasts 8 sec.

Fire Power

5 Fire

Increases the damage of your Fire spells by 1% and gives your Flame Orb a 33% chance to explode for 1134 to 1336 damage at the end of its duration.

Ignite

5 Fire

Your critical strikes from Fire damage spells cause the target to burn for an additional 13% of your spell's damage over 4 sec.

Impact

5 Fire

Gives your damaging spells a 5% chance to reset the cooldown on Fire Blast and to cause the next Fire Blast you cast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards.

Blast Wave

10 Fire

A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for 41 to 47 Fire damage and are slowed by 70% for 3 sec.

Cauterize

10 Fire

You have a 50% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every 1.5 sec for the next 6 sec. This effect cannot occur more than once per minute.

Combines your damaging periodic Fire effects on an enemy target but does not consume them, instantly dealing 57 to 67 Fire damage and creating a new periodic effect that lasts 10 sec and deals damage per time equal to the sum of the combined effects.

Firestarter

15 Fire

Your Molten Armor allows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit.

Improved Hot Streak

15 Fire, Hot Streak

Any time you score 2 non-periodic critical strikes in a row with your Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast spells, you have a 50% chance to trigger your Hot Streak effect.

Molten Shields

15 Fire

Reduces the global cooldown of your Mage Ward spell by 1 sec and your Blazing Speed also removes any movement slowing effects when triggered and is also trigged any time Mage Ward dissipates from absorbing damage.

Dragon's Breath

20 Fire

Targets in a cone in front of the caster take 87 to 99 Fire damage and are Disoriented for 5 sec. Any direct damaging attack will revive targets.

Improved Flamestrike

20 Fire

Reduces the casting time of your Flamestrike spell by 50% and gives you a 50% chance that your Blast Wave spell will also automatically Flamestrike the same location if two or more targets are affected by the Blast Wave.

Molten Fury

20 Fire

Increases damage of all spells against targets with less than 35% health by 4%.

Critical Mass

25 Fire

Your Living Bomb and Flame Orb spells deal 5% more damage, and your Pyroblast and Scorch spells have a 33% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec.

Pyromaniac

25 Fire

Increases spell haste by 5% if 3 or more targets are taking Fire damage over time from your spells.

Your Chill effects reduce the target's speed by an additional 4%, and the target's healing received by 3%. In addition, whenever you deal spell damage, your Water Elemental is healed for 5% of the amount dealt.

Gives your Chill effects a 7% chance to grant you the Fingers of Frost effect, which causes your next Ice Lance or Deep Freeze spell to act as if your target were frozen. Fingers of Frost can accumulate up to 2 charges and lasts 15 sec.

Your spells no longer trigger Arcane Missiles. Instead, your Frost damage spells with chilling effects have a 5% chance to cause your next Fireball or Frostfire Bolt spell to be instant cast and cost no mana. When Frostfire Bolt is instant, it can benefit from Fingers of Frost. Brain Freeze cannot be triggered by Frostfire Bolt.

Cold Snap

15 Frost

When activated, this spell finishes the cooldown on all Frost spells you recently cast.

Enduring Winter

15 Frost

Reduces the mana cost of all spells by 3%. In addition, your Frostbolt spell has a 33% chance to grant up to 10 party or raid members mana regeneration equal to 1% of their maximum mana over 10 sec.

Ice Barrier

20 Frost

Instantly shields you, absorbing damage. Lasts 1 min. While the shield holds, spellcasting will not be delayed by damage.

Reactive Barrier

20 Frost, Ice Barrier

Gives the caster a 50% chance for the Ice Barrier spell to automatically cast with no mana cost upon taking damage that lowers the caster's life below 50%. This effect obeys Ice Barrier's cooldown, and will trigger the cooldown when activated.

Shattered Barrier

20 Frost, Ice Barrier

Gives your Ice Barrier spell a 100% chance to freeze all enemies within 10 yards for 2 sec when it is destroyed.

Stuns the target for 5 sec. Only usable on Frozen targets. Deals damage to targets that are permanently immune to stuns.

Warlock

New Race/Class Combos: Dwarf, Worgen, Troll, Goblin

Level 1 Bonus Attributes:

1 STA

2 INT

2 SPI

Affliction

Talent

Requirements

Effect

Unstable Affliction

None

Shadow energy slowly destroys the target, causing 35 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 7 damage to the dispeller and silence them for 5 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target.

Shadow Mastery

None

Increases Shadow spell damage by 25%.

Doom and Gloom

None

Increases the critical strike chance of your Bane of Agony and Bane of Doom by 4%.

Improved Corruption

None

Increases the damage done by your Corruption by 4%.

Improved Life Tap

None

Increases the amount of Mana awarded by your Life Tap spell by 10%.

Jinx

5 Affliction

Your Curse of the Elements also effects up to 15 nearby enemy targets within 20 yards of the cursed target.

Siphon Life

5 Affliction, Soul Siphon

When you deal damage with your Corruption spell, you have a 25% chance to be healed for 2% of your total health.

Soul Siphon

5 Affliction

Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3% for each of your Affliction effects on the target, up to a maximum of 9% additional effect.

Curse of Exhaustion

10 Affliction

Reduces the target's movement speed by 50% for 30 sec. Only one Curse per Warlock can be active on any one target.

Eradication

10 Affliction

When you deal damage with Corruption, you have 6% chance to increase your spell casting speed by 6% for 10 sec.

Improved Fear

10 Affliction

Causes your Fear spell to inflict a Nightmare on the target when the fear effect ends. The Nightmare effect reduces the target's movement speed by 15% for 5 sec.

Improved Howl of Terror

15 Affliction

Reduces the casting time of your Howl of Terror spell by 0.8 sec.

Shadow Embrace

15 Affliction

Your Shadow Bolt and Haunt spells apply the Shadow Embrace effect, increasing all shadow periodic damage dealt to the target by you by 3%. Lasts for 12 sec. Stacks up to 3 times.

Soul Swap

15 Affliction, Soul Siphon

You instantly deal 1 damage, and remove your shadow damage-over-time effects from the target. For 20 sec afterwards, the next target you cast Soul Swap: Exhale on will be afflicted by the shadow damage-over-time effects and suffer 1 damage.

Death's Embrace

20 Affliction

While at or below 25% health, your Drain Life heals an additional 1% of your total health.

Nightfall

20 Affliction

Gives your Corruption and Drain Life spells a 2% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.

Soulburn: Seed of Corruption

20 Affliction

Grants the Soulburn empowerment to your Seed of Corruption spell.

Everlasting Affliction

25 Affliction

Increases the critical effect chance of your Corruption, Seed of Corruption and Unstable Affliction by 5%.

You send a ghostly soul into the target, dealing Shadow damage and increasing all damage done by your Shadow damage-over-time effects on the target by 20% for 12 sec. When the Haunt spell ends or is dispelled, the soul returns to you, healing you for 100% of the damage it did to the target

Demonology

Talent

Requirements

Effect

Summon Felguard

None

Summons a Felguard under the command of the Warlock.

Demonic Knowledge

None

Increases your Fire and Shadow spell damage by 15%.

Dark Arts

None

Reduces the cast time of your Imp's Firebolt spell by 0.25 sec, increases the damage done by your Felguard's Legion Strike by 5%, and increases the damage done by your Felhunter's Shadow Bite by 5%.

Demonic Embrace

None

Increases your total Stamina by 4%.

Fel Synergy

None

You have a 50% chance to heal your pet for 15% of the amount of spell damage done by you.

Demonic Aegis

5 Demonology

Increases the amount of health generated through spells and effects granted by your Demon Armor by an additional 5%, and increases the amount of health regenerated by your Fel Armor by 50%.

Demonic Rebirth

5 Demonology

If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 50%. Lasts for 10 sec. This effect has a 2 min cooldown.

Mana Feed

5 Demonology

When your summoned demon critically hits with its Basic Attack, you instantly gain 2% total mana. When you gain mana from Drain Mana or Life Tap spells, your summoned demon gains 30% of the mana you gain.

Master Summoner

5 Demonology

Reduces the casting time of your Imp, Voidwalker, Succubus, Felhunter and Felguard Summoning spells by 0.5 sec and the Mana cost by 50%.

Demonic Empowerment

10 Demonology

Grants the Warlock's summoned demon Empowerment. Imp - Instantly heals the Imp for 30% of its total health. Voidwalker - Increases the Voidwalker's health by 20%, and its threat generated from spells and attacks by 20% for 20 sec. Succubus - Instantly vanishes, causing the Succubus to go into an improved Invisibility state. The vanish effect removes all stuns, snares and movement impairing effects from the Succubus. Felhunter - Dispels all magical effects from the Felhunter. Felguard - Instantly removes all stun, snare and movement impairing effects from your Felguard and makes your Felguard immune to them for 15 sec.

Impending Doom

10 Demonology

Increases the chance for your Bane of Doom to summon a demon by 10% when it deals damage. Also grants your Shadow Bolt, Hand of Gul'dan, and Incinerate spells a 5% chance to reduce the cooldown of your Demon Form by 15 sec.

Improved Health Funnel

10 Demonology

Increases the amount of Health transferred by your Health Funnel spell by 10% and reduces the health cost by 10%. In addition, your summoned Demon takes 15% less damage while under the effect of your Health Funnel.

Aura of Foreboding

15 Demonology, Hand of Gul'dan

When your Hand of Gul'dan lands, all enemies within 4 yards will be rooted for 2 sec and stunned for the same duration if they are still within the Curse of Gul'dan aura 6 sec afterward.

Hand of Gul'dan

15 Demonology

Summons a falling meteor down upon the enemy target, dealing 83 to 97 Shadow damage and erupts an aura of magic within 4 yards, causing all targets within it to have a 10% increased chance to be critically hit by any Warlock demons. The aura lasts for 15 sec.

Molten Core

15 Demonology

You have a 2% chance to gain the Molten Core effect when your Immolate deals damage. The Molten Core effect empowers your next 3 Incinerate spells cast within 15 sec, increasing damage done by 6% and reduces cast time by 10%.

Ancient Grimoire

20 Demonology

Increases the duration of your Infernal and Doomguard summons by 10 sec.

Decimation

20 Demonology

When you Shadowbolt, Incinerate or Soul Fire a target that is at or below 25% health, the cast time of your Soul Fire spell is reduced by 20% for 10 sec.

Inferno

20 Demonology, Hand of Gul'dan

Increases the radius of your Hellfire by 10 yards, and you can now channel Hellfire while moving.

Cremation

25 Demonology, Inferno

Increases the damage done by your Hellfire by 15%, and your Hand of Gul'dan has a 50% chance to refresh the duration of your Immolate on the target.

Demonic Pact

25 Demonology

Increases your spell damage by 2%, and your summoned demon grants the Demonic Pact effect to all nearby friendly party and raid members.

Metamorphosis

30 Demonology

You transform into a Demon for 30 sec. This form increases your armor by 600%, damage by 20%, reduces the chance you'll be critically hit by melee attacks by 6% and reduces the duration of stun and snare effects by 50%. You gain some unique demon abilities in addition to your normal abilities. 3 minute cooldown.

Destruction

Reduces the casting time of your Shadow Bolt, Chaos Bolt and Immolate spells by 0.1 sec.

Improved Immolate

None

Increases the damage done by your Immolate spell by 10%.

Shadow and Flame

None

Increases the damage done by your Shadow Bolt and Incinerate spells by 4%, and your Shadow Bolt has a 33% chance to cause the Improved Shadow Bolt effect to the target.

Emberstorm

5 Destruction

Reduces the cast time of your Soul Fire by 0.5 sec and your Incinerate by 0.13 sec.

Improved Searing Pain

5 Destruction

Increases the critical strike chance of your Searing Pain spell by 20% on targets at or below 25% health.

Improved Soul Fire

5 Destruction

You increase your spell haste by 7% for 15 sec after you deal damage with Soul Fire. This effect has a 15 sec cooldown.

Aftermath

10 Destruction

Your Rain of Fire has a 6% chance to Stun targets for 2 sec., and your Conflagrate has a 50% chance to daze the target for 5 sec.

Backdraft

10 Destruction

When you cast Conflagrate, the cast time of your next three Shadow Bolt, Incinerate and Chaos Bolt spells is reduced by 10%. Lasts 15 sec.

Shadowburn

10 Destruction

Instantly blasts the target for 32 to 34 Shadow damage. If the target dies within 5 sec of Shadowburn, and yields experience or honor, the caster gains 3 Soul Shards. Only usable on enemies that have less than 20% health.

Backlash

15 Destruction

Gives you a 8% chance when hit by a physical attack to reduce the cast time of your next Shadow Bolt or Incinerate spell by 100%. This effect lasts 8 sec and will not occur more than once every 8 seconds.

Transforms your Shadow Ward into Nether Ward. You must be within Demon Armor or Fel Armor in order for the transformation effect to occur.

Soul Leech

15 Destruction

Your Shadowburn, Soul Fire and Chaos Bolt instantly restore 2% of your total health and mana when they deal damage and also grant Replenishment.

Fire and Brimstone

20 Destruction

Increases the damage done by your Incinerate and Chaos Bolt spells to targets afflicted by your Immolate by 2%, and the critical strike chance of your Conflagrate spell is increased by 5%.

Nether Protection

20 Destruction, Nether Ward

When you absorb damage through Shadow Ward, Nether Ward or other effects, you gain Nether Protection, reducing all damage by that spell school by 15% for 12 sec.

Shadowfury

20 Destruction

Shadowfury is unleashed, causing 48 to 56 Shadow damage and stunning all enemies within 8 yards for 3 sec.

Bane of Havoc

25 Destruction

Banes the target for 5 min, causing 15% of all damage done by the Warlock to other targets to also be dealt to the baned target.

Empowered Imp

25 Destruction, Burning Embers

Your Imp's Firebolt has a 2% chance to cause your next Soulfire spell to be instant cast within 8 sec.

Chaos Bolt

30 Destruction, Fire and Brimstone

Sends a bolt of chaotic fire at the enemy, dealing 135 to 171 Fire damage. Chaos Bolt cannot be resisted, and pierces through all absorption effects.

Druid

New Race/Class Combos: Worgen, Troll

Level 1 Bonus Attributes:

1 STR

2 INT

2 SPI

Balance

Talent

Requirements

Effect

Starsurge

None

You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 34 to 46 Spellstorm damage to the target and generates 15 Lunar or Solar energy, whichever is more beneficial to you.

You gain 5% spell haste after you cast Moonfire, Regrowth, or Insect Swarm, lasting 15 sec. This effect has a 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Grace is instantly reset.

Increases the healing done by your periodic spells and by Swiftmend by 2%, and increases the duration of your Moonfire and Insect Swarm by 2 sec.

Moonglow

5 Balance

Reduces the Mana cost of your damage and healing spells by 3%.

Euphoria

10 Balance

While not in an Eclipse state, you have a 12% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage.

Moonkin Form

10 Balance

Shapeshift into Moonkin Form. While in this form your Arcane and Nature spell damage is increased by 10%, the armor contribution from items is increased by 120%, and grants 5% spell haste to all nearby friendly and raid targets within 100 yards. The Moonkin can not cast healing or resurrection spells while shapeshifted.

Shooting Stars

10 Balance

You have a 2% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.

Typhoon

10 Balance

You summon a violent Typhoon that does 1298 Nature damage to targets within 30 yards when in contact with hostile targets, knocking them back and dazing them for 6 sec.

Gale Winds

15 Balance, Typhoon

Increases damage done by your Hurricane and Typhoon spells by 15%, and increases the range of your Cyclone spell by 2 yards.

Owlkin Frenzy

15 Balance,Moonkin Form

Attacks done to you while in Moonkin form have a 5% chance to cause you to go into a Frenzy, increasing your damage by 10% and causing you to be immune to pushback while casting Balance spells. Lasts 10 sec.

Solar Beam

15 Balance

You summon a beam of solar light over the enemy target's location, interrupting the enemy target and silencing all enemy targets under the beam within 5 yards while it is active. Solar Beam lasts for 10 sec.

Dreamstate

20 Balance, Euphoria

When you cast your Innervate on yourself, you regain an additional 15% of your total mana over its duration.

Earth and Moon

20 Balance

Your Wrath and Starfire spells apply the Earth and Moon effect, which increases spell damage taken by 8% for 12 sec. Also increases your spell damage by 2%.

Force of Nature

20 Balance

Summons 3 treants to attack enemy targets for 30 sec.

Sunfire

20 Balance

While in Solar Eclipse, your Moonfire spell will morph into Sunfire.

Fungal Growth

25 Balance, Force of Nature

When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 25%. Lasts 10 sec.

Lunar Shower

25 Balance, Sunfire

When you cast Moonfire, you gain Lunar Shower. Lunar Shower increases the direct damage done by your Moonfire by 15%, and reduces the mana cost by 10%. This effect is refreshed and amplified when you move, stacking up to 3 times. Effect lasts for 3 sec.

Starfall

30 Balance

You summon a flurry of stars from the sky on all targets within 40 yards of the caster, each dealing 369 to 427 Arcane damage. Maximum 20 stars. Lasts 10 sec.

Feral Combat

Talent

Requirements

Effect

Mangle

None

Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 1 min. This ability can be used in Cat Form or Bear Form.

Aggression

None

Increases your attack power by 25%.

Vengeance

None

Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. Entering Cat Form will cancel this effect.

Feral Instinct

None

Reduces the chance enemies have to detect you while Prowling.

Feral Swiftness

None

Increases your movement speed by 15% in Cat Form and increases your chance to dodge while in Cat Form or Bear Form by 2%.

Furor

None

Grants you a 33% chance to gain 10 Rage when you shapeshift into Bear Form, allows you to keep up to 33 of your Energy when you shapeshift into Cat Form, and increases your maximum mana by 5%.

Predatory Strikes

None

Increases the critical strike chance of your Ravage by 25% on targets at or above 80% health.

Feral Aggression

5 Feral Combat

Increases the damage caused by your Ferocious Bite by 5% and causes Faerie Fire (Feral) to apply 2 stacks of the Faerie Fire effect when cast.

Fury Swipes

5 Feral Combat

When you auto-attack while in Cat form or Bear form, you have a 5% chance to cause a Fury Swipe dealing 310% weapon damage. This effect cannot occur more than once every 3 sec.

Infected Wounds

5 Feral Combat

Your Shred, Maul, Ravage and Mangle attacks cause an Infected Wound in the target. The Infected Wound reduces the movement speed of the target by 25% and the attack speed by 10%. Lasts 12 sec.

Primal Fury

5 Feral Combat

Gives you a 50% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear Form and your critical strikes from Cat Form abilities that add combo points have a 50% chance to add an additional combo point.

Stampede

10 Feral Combat, Feral Charge

Increases your melee haste by 15% after you use Feral Charge (Bear) for 8 sec, and your next Ravage will temporarily not require stealth for 10 sec after you use Feral Charge (Cat), and cost 50% less energy.

Feral Charge

10 Feral Combat

Feral Charge (Bear) - Causes you to charge an enemy, immobilizing them for 4 sec. 15 second cooldown. Feral Charge (Cat) - Causes you to leap behind an enemy, dazing them for 3 sec. 30 second cooldown.

Thick Hide

10 Feral Combat

Increases your Armor contribution from cloth and leather items by 4%, increases armor while in Bear Form by an additional 11%, and reduces the chance you'll be critically hit by melee attacks by 2%.

Increases your healing spells by up to 50% of your Agility, and increases healing done to you by 10% while in Cat form.

Leader of the Pack

15 Feral Combat

While in Cat Form or Bear Form, the Leader of the Pack increases critical strike chance of all party and raid members within 100 yards by 5%. In addition, your melee critical strikes in Cat Form and Bear Form cause you to heal for 4% of your total health and gain 4% of your maximum mana. This effect cannot occur more than once every 6 sec.

Brutal Impact

15 Feral Combat

Increases the stun duration of your Bash and Pounce abilities by 0.5 sec, decreases the cooldown of Bash by 5 sec, decreases the cooldown of Skull Bash by 25 sec, and causes victims of your Skull Bash ability to have 5% increased mana cost for their spells for 10 sec.

Endless Carnage

20 Feral Combat

Increases the duration of your Rake by 3 sec and your Savage Roar and Pulverize by 4 sec.

Natural Reaction

20 Feral Combat

Reduces damage taken while in Bear Form by 6%, increases your dodge while in Bear Form by 3%, and you generate 1 rage every time you dodge while in Bear Form.

Primal Madness

20 Feral Combat, King of the Jungle

Tiger's Fury and Berserk also increase your current and maximum energy by 10 during their durations, and your Enrage and Berserk abilities instantly generate 6 Rage.

Survival Instincts

20 Feral Combat

Reduces all damage taken by 50% for 12 sec. Only useable while in Bear Form or Cat Form.

Blood in the Water

25 Feral Combat

When you Ferocious Bite a target at or below 25% health, you have a 50% chance to instantly refresh the duration of your Rip on the target.

Pulverize

25 Feral Combat, Rend and Tear

Deals 120% weapon damage plus additional damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 3% for each Lacerate application consumed for 10 sec.

Rend and Tear

25 Feral Combat

Increases damage done by your Maul and Shred attacks on bleeding targets by 7%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 8%.

Berserk

30 Feral Combat

Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage. In addition, when activated this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. You cannot use Tiger's Fury while Berserk is active.

Restoration

Talent

Requirements

Effect

Swiftmend

None

Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 137.

Meditation

None

Allows 50% of your mana regeneration from Spirit to continue while in combat.

Gift of Nature

None

Healing increased by 25%.

Blessing of the Grove

None

Increases the healing done by your Rejuvenation by 2% and the direct damage of your Moonfire by 3%.

Heart of the Wild

None

Increases your Intellect by 2%. In addition, while in Bear Form your Stamina is increased by 2% and while in Cat Form your attack power is increased by 3%.

Natural Shapeshifter

None

Reduces the mana cost of all shapeshifting by 10% and increases the duration of Tree of Life Form by 5 sec.

Naturalist

None

Reduces the cast time of your Healing Touch and Nourish spells by 0.25 sec.

Improved Rejuvenation

5 Restoration

Increases the effect of your Rejuvenation and Swiftmend spells by 5%.

Perseverance

5 Restoration

Reduces all spell damage taken by 2%.

Master Shapeshifter

5 Restoration, Natural Shapeshifter

Grants an effect which lasts while the Druid is within the respective shapeshift form. Bear Form - Increases physical damage by 4%. Cat Form - Increases critical strike chance by 4%. Moonkin Form - Increases spell damage by 4%. Tree of Life/Caster Form - Increases healing by 4%.

Fury of Stormrage

10 Restoration

Reduces the mana cost of your Wrath spell by 50%, and when you deal damage with your Wrath spell you have a 6% chance to cause your next Starfire to be instant cast within 8 sec.

Living Seed

10 Restoration

When you critically heal a target with Swiftmend, Regrowth, Nourish or Healing Touch spell you plant a Living Seed on the target for 10% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec.

Nature's Swiftness

10 Restoration

When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell.

Revitalize

10 Restoration

When you periodically heal with your Rejuvenation or Lifebloom spells, you have a 20% chance to instantly regenerate 1% of your total mana. This effect cannot occur more than once every 12 sec.

Empowered Touch

15 Restoration

Increases the healing done by your Healing Touch and Nourish spells by 5%, and grants those spells a 50% chance to refresh the duration of your Lifebloom on targets.

Malfurion's Gift

15 Restoration

Whenever you heal with your Lifebloom spell, you have a 2% chance to cause Omen of Clarity.

Nature's Bounty

15 Restoration

Increases the critical effect chance of your Regrowth spell by 20%, and you have a 33% chance when you critically heal with Healing Touch and Nourish to reduce the remaining cooldown of your Swiftmend spell by 0.5 sec.

Efflorescence

20 Restoration, Living Seed

When you heal with your Swiftmend spell you also sprout a bed of healing flora underneath the target, healing all nearby friendly targets within 0 yards for 10% of the amount healed by your Swiftmend over 7 sec. Healing effectiveness diminishes for each player beyond 6 within the area.

Nature's Cure

20 Restoration

Empowers your Remove Corruption spell to also remove a magic effect from a friendly target.

Nature's Ward

20 Restoration

Whenever you take an attack while at or below 50% health, you have a 50% chance to automatically cast Rejuvenation on yourself with no mana cost.

Wild Growth

20 Restoration

Heals up to 5 friendly party or raid members within 15 yards of the target for 2863 over 7 sec. Prioritizes healing most injured party members. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

Gift of the Earthmother

25 Restoration

Increases the healing done when your Lifebloom expires by 5%, and causes your Rejuvenation spell to also instantly heal for 5% of the total periodic effect.

Swift Rejuvenation

25 Restoration

Reduces the global cooldown of your Rejuvenation by 0.5 sec.

Tree of Life

30 Restoration, Wild Growth

Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 30 sec.

Worgen

Worgen's starting area is Gilneas, an instanced area that players will be restricted from returning to for quite some time. Most of the starting areas and quests are against feral Worgens and Forsaken, and showcase how the player character becomes a Worgen themselves. After leaving their starting area at around level 14, they will join the Night Elves and citizens of Darnassus. Their story will continue from there and many of the quests will align with those of the Night Elves.

The Worgen racial ability is Darkflight, which increases movement speed by 40% for 10 seconds and has a 3 minute cooldown. They all gain a number of passives to help them in battle. Viciousness gives a +1% to critical strike chance. Aberration gives resistance to Nature and Shadow damage.

Their Flayer passive increases Skinning by 15 and allows skinning about half a second faster. Worgen can also change back to human form via Tow Forms. However, they will revert back to Worgens when entering combat or using other related racial skills.

Last, Worgens gain no racial mount, but instead gain Running Wild. When using this ability, a Worgen will drop on all fours and gain the same movement speed as a mount. Just like a mount, a Worgen will return to normal once entering a building.

Goblin

The Goblin starting area is Kezan, a tropical island and the site of a slave mining camp. The starting story and quests will showcase the Goblin's shady past and escape from potential slavery. Goblins will eventually meet with the Horde and will take refuge in Orgrimmar. They can continue along following the Orc storyline.

Goblins have two racial abilities that share the same timer. Rocket Jump will allow you to jump forward a short distance. The Rocket Barrage shoots the rockets forward and deals around 24-30 damage at level one. This damage increases as you level, up to a possible 2000 or more damage. The cooldown for bother racial abilities is 2 minutes.

Among the Goblin passives are Time is Money, which gives a 1% boost to attack and casting speed. Beast Deals Anywhere allows Goblins to gain discounts regardless of their faction standings. Finally, Better Living Through Chemistry gives 15 Alchemy Skill.

Another ability for Goblins is Pack Hobgoblin, which will call in a Hobgoblin and grant bank access for 1 minute. This ability has a 30 minute cooldown. The Goblin mount is the Trike, which can be bought inside Orgrimmar.

Deadmines

Deadmines is one of the dungeons that has undergone updates after the Shattering. Among some of the chances include the removal of undead enemies such as Ghouls and Skeletons, and the new inclusion of Hobolins, Kobolds and Ogres. There are also five new quests for both Alliance and Horde parties that traverse this dungeon for the first time.

The bosses themselves have also been changed, with only one previous remaining. The first, Glubtok is an Ogre Mage that casts both fire and ice type spells and can drop a decent dagger once killed. Second boss on the list is Helix Gearbreaker, a Goblin that rides on top of a large Lumbering Oaf. After the Oaf is killed, Helix will randomly jump on top of party members and throw bombs around the room. It is the job of the "ridden" player to move themselves and Helix out of the way of these area effect explosions so that the damage dealers can finish the enemy.

The third boss of Deadmines is Foe Reaper 5000, a giant Harvest Golem with some nasty area attacks. To make maters worse, this boss will sometimes ignore aggro and attack non-tanks for 10 or more seconds. It is possible to attack the smaller Harvest Golems and mount them once they take enough damage. This will allow anyone to take control of them for a short time and use them to fight directly with the Reaper. He may drop a one handed sword, staff and/or hammer when defeated. The fourth boss is Admiral Ripsnarl, a Worgen in Ironclad Cove. He mostly fights with single target damage but can add in knockdown attacks. The final boss for the normal version of the dungeon is Cookie, a murloc from the earlier version of the Deadmines. He is immobile during the fight, making it easy to target this boss. He will throw food at the party, some that will buff attack and movement, while others will debuff. It's easier to just ignore these items and just attack Cookie directly.

For those on Heroic, there is one last enemy to fight: Vanessa VanCleef. However, you won't be fighting right off the bat. You'll have to move through a room of fire and take down Glubtok a second time. Next, Helix will attack again but will be supported by a huge number of spiders, but it's once again to take down the Goblin and ignore his helpers. A second round with the Reaper will take place, however, you must avoid or destroy several spark walls along the way. Next, you'll need to save several NPCs from Worgen attacks. They can be directly healed, so it's not really a hassle to worry about the damage they are taking.

Upon reaching the top of the boat again, you'll finally fight Vanessa. She isn't tough on her own, opting to enhance her parry and dodge skills rather than try to damage you. However, she will call in many helpers to keep you busy. After taking enough damage, Vanessa will set charges and you need to grab on various ropes to swing to safety. If a party members fails to escape in time, the explosive charge will be enough to one shot them. If you're a healing class that can rez, be sure to survive the blast so that you can help anyone that missed the escape. Vanessa will set these charges several more times as her health gets lower, so be on the lookout for the ropes each time.

Shadowfang Keep

Shadowfang Keep is the second dungeon that has undergone changes after the Shattering. The normal hums and voidwalkers have been removed in favor of more Undead and Worgen type enemies. Just as with Deadmines, Shadowfang Keep has new quests for both sides of the conflict.

While previous bosses were mostly Worgens, the new bosses are all Forsaken or Ghosts. The first boss is Baron Ashbury, who tends to use damage over time and healing to himself and his helpers. It's best to damage him after his DoTs have worn and some time has passed to heal up. The second boss, is a return to Silverlaine. Most of his attacks aren't very powerful, but he can summon extra Worgen helpers as his hit points fall. The third boss is once again Springvale, none using a mix of Death Knight skills. It's important to deal with any adds that may still support him and only really hammer this boss once the other foes are dealt with.

The fourth boss of Shadowfang Keep is Lord Walden, an Undead mage who also sports some deadly damage over time and instant damage attacks. He doesn't have any real support so there is no need to worry about any adds. The fifth and final boss is Lord Godfrey, a deadly hunter. He summons a number of ghouls quite often, but these adds aren't very threatening and have low health. Godfrey can do some serious damage with his pistol barrage, but this move can be dodged with some good timing. Otherwise, most of this boss' abilities are pretty straight forward tanking.

Archeology

Archeology is the new secondary profession that can be learned at level 20 or above. Some trainers include Harrison Jones in Stormwind and Belloc Brightblade in Orgrimmar. The main ability of use is Survey, which will deploy a device that will measure the distance to an Archaeology Fragment. When the Survey flashes green, it means a Fragment is in 50 yards. If you Survey within 5 yards of a digsite, you will automatically receive the hidden Fragment. If you fail at finding a Fragment three times in a row, the digsite will despwn.

There are several types of Fragments hidden around the different continents. Dwarf and Fossil Archeology can only be found on Kalimodr and the Eastern Kingdoms. Draenei and Orc fragments are exclusive to Ountlands. The Vrykul and Nerubian Fragments are only in Northrend. Troll and Night Elf Archeology are the most common and can be found in all four of the previous locations. Finally, Tol'vir Fragments are only in Uldum. After gaining enough Fragments you may choose to Solve and turn all of the gained Archeology Fragments into an Artifact. These Artifacts tend to be rather good or otherwise rare gear that can be used in your favor.